metaforce/Runtime/CGameState.cpp

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#include "CGameState.hpp"
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#include "IOStreams.hpp"
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#include "zeus/Math.hpp"
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#include "GameGlobalObjects.hpp"
#include "CMemoryCardSys.hpp"
#include "CSimplePool.hpp"
#include "CSaveWorld.hpp"
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#include "MP1/MP1.hpp"
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namespace urde
{
union BitsToDouble
{
struct
{
#if BYTE_ORDER == __LITTLE_ENDIAN
u32 high;
u32 low;
#else
u32 low;
u32 high;
#endif
};
double doub;
};
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CWorldLayerState::CWorldLayerState(CBitStreamReader& reader, const CSaveWorld& saveWorld)
{
u32 bitCount = reader.ReadEncoded(10);
x10_saveLayers.reserve(bitCount);
for (u32 i=0 ; i<bitCount ; ++i)
{
bool bit = reader.ReadEncoded(1);
if (bit)
x10_saveLayers.setBit(i);
else
x10_saveLayers.unsetBit(i);
}
}
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void CWorldLayerState::PutTo(CBitStreamWriter& writer) const
{
u32 totalLayerCount = 0;
for (int i=0 ; i<x0_areaLayers.size() ; ++i)
totalLayerCount += GetAreaLayerCount(i) - 1;
writer.WriteEncoded(totalLayerCount, 10);
for (int i=0 ; i<x0_areaLayers.size() ; ++i)
{
u32 count = GetAreaLayerCount(i);
for (u32 l=1 ; l<count ; ++l)
writer.WriteEncoded(IsLayerActive(i, l), 1);
}
}
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void CWorldLayerState::InitializeWorldLayers(const std::vector<CWorldLayers::Area>& layers)
{
if (x0_areaLayers.size())
return;
x0_areaLayers = layers;
if (x10_saveLayers.getBitCount() == 0)
return;
u32 a = 0;
u32 b = 0;
for (const CWorldLayers::Area& area : x0_areaLayers)
{
for (u32 l=0 ; l<area.m_layerCount ; ++l)
SetLayerActive(a, l, x10_saveLayers.getBit(b++));
++a;
}
x10_saveLayers.clear();
}
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CWorldState::CWorldState(CAssetId id)
: x0_mlvlId(id), x4_areaId(0)
{
x8_relayTracker = std::make_shared<CRelayTracker>();
xc_mapWorldInfo = std::make_shared<CMapWorldInfo>();
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x10_desiredAreaAssetId = {};
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x14_layerState = std::make_shared<CWorldLayerState>();
}
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CWorldState::CWorldState(CBitStreamReader& reader, CAssetId mlvlId, const CSaveWorld& saveWorld)
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: x0_mlvlId(mlvlId)
{
x4_areaId = reader.ReadEncoded(32);
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x10_desiredAreaAssetId = reader.ReadEncoded(32);
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x8_relayTracker = std::make_shared<CRelayTracker>(reader, saveWorld);
xc_mapWorldInfo = std::make_shared<CMapWorldInfo>(reader, saveWorld, mlvlId);
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x14_layerState = std::make_shared<CWorldLayerState>(reader, saveWorld);
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}
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void CWorldState::PutTo(CBitStreamWriter& writer, const CSaveWorld& savw) const
{
writer.WriteEncoded(x4_areaId, 32);
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writer.WriteEncoded(x10_desiredAreaAssetId.Value(), 32);
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x8_relayTracker->PutTo(writer, savw);
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xc_mapWorldInfo->PutTo(writer, savw, x0_mlvlId);
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x14_layerState->PutTo(writer);
}
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CGameState::GameFileStateInfo CGameState::LoadGameFileState(const u8* data)
{
CBitStreamReader stream(data, 4096);
GameFileStateInfo ret;
for (u32 i = 0; i < 128; i++)
stream.ReadEncoded(8);
ret.x14_timestamp = stream.ReadEncoded(32);
ret.x20_hardMode = stream.ReadEncoded(1);
stream.ReadEncoded(1);
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CAssetId origMLVL = stream.ReadEncoded(32);
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ret.x8_mlvlId = g_ResFactory->TranslateOriginalToNew(origMLVL);
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BitsToDouble conv;
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conv.low = stream.ReadEncoded(32);
conv.high = stream.ReadEncoded(32);
ret.x0_playTime = conv.doub;
CPlayerState playerState(stream);
ret.x10_energyTanks = playerState.GetItemCapacity(CPlayerState::EItemType::EnergyTanks);
u32 itemPercent;
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if (origMLVL == 0x158EFE17)
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itemPercent = 0;
else
itemPercent = playerState.CalculateItemCollectionRate() * 100 / playerState.GetPickupTotal();
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ret.x18_itemPercent = itemPercent;
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float scanPercent;
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if (playerState.GetTotalLogScans() == 0)
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scanPercent = 0.f;
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else
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scanPercent = 100.f * playerState.GetLogScans() / float(playerState.GetTotalLogScans());
ret.x1c_scanPercent = scanPercent;
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return ret;
}
CGameState::CGameState()
{
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x98_playerState = std::make_shared<CPlayerState>();
x9c_transManager = std::make_shared<CWorldTransManager>();
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x228_25_initPowerupsAtFirstSpawn = true;
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if (g_MemoryCardSys)
InitializeMemoryStates();
}
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CGameState::CGameState(CBitStreamReader& stream, u32 saveIdx)
: x20c_saveFileIdx(saveIdx)
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{
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x9c_transManager = std::make_shared<CWorldTransManager>();
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x228_25_initPowerupsAtFirstSpawn = true;
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for (u32 i = 0; i < 128; i++)
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x0_[i] = stream.ReadEncoded(8);
u32 tsSeconds = stream.ReadEncoded(32);
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x228_24_hardMode = stream.ReadEncoded(1);
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x228_25_initPowerupsAtFirstSpawn = stream.ReadEncoded(1);
x84_mlvlId = g_ResFactory->TranslateOriginalToNew(stream.ReadEncoded(32));
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MP1::CMain::EnsureWorldPakReady(x84_mlvlId);
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BitsToDouble conv;
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conv.low = stream.ReadEncoded(32);
conv.high = stream.ReadEncoded(32);
xa0_playTime = conv.doub;
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x98_playerState = std::make_shared<CPlayerState>(stream);
float currentHealth = x98_playerState->GetHealthInfo().GetHP();
x17c_gameOptions = CGameOptions(stream);
x1f8_hintOptions = CHintOptions(stream);
const auto& memWorlds = g_MemoryCardSys->GetMemoryWorlds();
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x88_worldStates.reserve(memWorlds.size());
for (const auto& memWorld : memWorlds)
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{
TLockedToken<CSaveWorld> saveWorld =
g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), memWorld.second.GetSaveWorldAssetId()});
x88_worldStates.emplace_back(stream, memWorld.first, *saveWorld);
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}
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InitializeMemoryWorlds();
WriteBackupBuf();
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}
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void CGameState::ReadPersistentOptions(CBitStreamReader& r)
{
xa8_systemOptions = CPersistentOptions(r);
}
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void CGameState::ImportPersistentOptions(const CPersistentOptions& opts)
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{
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if (opts.xd0_24_fusionLinked)
xa8_systemOptions.xd0_24_fusionLinked = true;
if (opts.xd0_27_fusionBeat)
xa8_systemOptions.xd0_27_fusionBeat = true;
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if (&opts != &xa8_systemOptions)
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memcpy(xa8_systemOptions.x0_nesState, opts.x0_nesState, 98);
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xa8_systemOptions.SetLogScanPercent(opts.GetLogScanPercent());
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xa8_systemOptions.SetAllItemsCollected(opts.GetAllItemsCollected());
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xa8_systemOptions.SetPlayerBeatNormalMode(opts.GetPlayerBeatNormalMode());
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xa8_systemOptions.SetPlayerBeatHardMode(opts.GetPlayerBeatHardMode());
}
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void CGameState::ExportPersistentOptions(CPersistentOptions& opts) const
{
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if (xa8_systemOptions.xd0_24_fusionLinked)
opts.xd0_24_fusionLinked = true;
if (xa8_systemOptions.xd0_27_fusionBeat)
opts.xd0_27_fusionBeat = true;
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if (&opts != &xa8_systemOptions)
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memcpy(opts.x0_nesState, xa8_systemOptions.x0_nesState, 98);
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opts.SetPlayerFusionSuitActive(xa8_systemOptions.GetPlayerFusionSuitActive());
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}
void CGameState::WriteBackupBuf()
{
x218_backupBuf.resize(940);
CBitStreamWriter w(x218_backupBuf.data(), 940);
PutTo(w);
}
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void CGameState::PutTo(CBitStreamWriter& writer) const
{
for (u32 i = 0; i < 128; i++)
writer.WriteEncoded(x0_[i], 8);
writer.WriteEncoded(CBasics::ToWiiTime(std::chrono::system_clock::now()) / CBasics::TICKS_PER_SECOND, 32);
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writer.WriteEncoded(x228_24_hardMode, 1);
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writer.WriteEncoded(x228_25_initPowerupsAtFirstSpawn, 1);
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writer.WriteEncoded(g_ResFactory->TranslateNewToOriginal(x84_mlvlId).Value(), 32);
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BitsToDouble conv;
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conv.doub = xa0_playTime;
writer.WriteEncoded(conv.low, 32);
writer.WriteEncoded(conv.high, 32);
x98_playerState->PutTo(writer);
x17c_gameOptions.PutTo(writer);
x1f8_hintOptions.PutTo(writer);
const auto& memWorlds = g_MemoryCardSys->GetMemoryWorlds();
for (const auto& memWorld : memWorlds)
{
TLockedToken<CSaveWorld> saveWorld =
g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), memWorld.second.GetSaveWorldAssetId()});
const CWorldState& wld = const_cast<CGameState&>(*this).StateForWorld(memWorld.first);
wld.PutTo(writer, *saveWorld);
}
}
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void CGameState::SetCurrentWorldId(CAssetId id)
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{
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StateForWorld(id);
x84_mlvlId = id;
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MP1::CMain::EnsureWorldPakReady(x84_mlvlId);
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}
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void CGameState::SetTotalPlayTime(float time)
{
xa0_playTime = zeus::clamp<double>(0.0, time, 359999.0);
}
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CWorldState& CGameState::StateForWorld(CAssetId mlvlId)
{
auto it = x88_worldStates.begin();
for (; it != x88_worldStates.end() ; ++it)
{
if (it->GetWorldAssetId() == mlvlId)
break;
}
if (it == x88_worldStates.end())
{
x88_worldStates.emplace_back(mlvlId);
return x88_worldStates.back();
}
return *it;
}
float CGameState::GetHardModeDamageMultiplier() const
{
return g_tweakGame->GetHardModeDamageMultiplier();
}
float CGameState::GetHardModeWeaponMultiplier() const
{
return g_tweakGame->GetHardModeWeaponMultiplier();
}
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void CGameState::InitializeMemoryWorlds()
{
const auto& memoryWorlds = g_MemoryCardSys->GetMemoryWorlds();
for (const auto& wld : memoryWorlds)
{
const auto& layerState = StateForWorld(wld.first).GetLayerState();
layerState->InitializeWorldLayers(wld.second.GetDefaultLayerStates());
}
}
void CGameState::InitializeMemoryStates()
{
x98_playerState->InitializeScanTimes();
x1f8_hintOptions.InitializeMemoryState();
InitializeMemoryWorlds();
WriteBackupBuf();
}
}